ACE3/addons/frag/functions/fnc_findReflections.sqf

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//fnc_findReflections.sqf
#include "script_component.hpp"
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private ["_split", "_radi", "_params", "_pos", "_explosiveInfo", "_los", "_nlos", "_zIndex", "_depth", "_indirectHitRange", "_indirectHit", "_distanceCount", "_lastPos", "_test", "_vec", "_testPos", "_buckets", "_excludes", "_bucketIndex", "_bucketPos", "_bucketList", "_c", "_index", "_blist", "_avgX", "_avgY", "_avgZ", "_bpos", "_distance", "_hitFactor", "_hit", "_range", "_refExp", "_rand", "_i", "_x", "_res", "_forEachIndex", "_explosions", "_can", "_dirvec", "_zAng"];
BEGIN_COUNTER(fnc_findReflections);
_params = _this select 0;
_pos = _params select 0;
_explosiveInfo = _params select 1;
_los = _params select 2;
_nlos = _params select 3;
_zIndex = _params select 4;
_depth = _params select 5;
_rand = _params select 6;
_split = 15;
_radi = (360/_split*_depth);
// player sideChat format["p: %1", _explosiveInfo];
_indirectHitRange = _explosiveInfo select 0;
_indirectHit = _explosiveInfo select 1;
_distanceCount = (floor _indirectHitRange*4) min 100;
if(_zIndex < 5) then {
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_lastPos = _pos;
_zAng = _zIndex*20+2;
if(_zAng > 80) then {
_radi = 1;
_zAng = 90;
};
for "_i" from 0 to _radi do {
_test = true;
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_vec = [1, ((_i*_split)+_rand) mod 360, _zAng] call CBA_fnc_polar2vect;
for "_x" from 1 to _distanceCount do {
_testPos = _pos vectorAdd (_vec vectorMultiply _x);
// drop ["\a3\data_f\Cl_basic","","Billboard",1,15,ASLtoATL _testPos,[0,0,0],1,1.275,1.0,0.0,[1],[[1,0,0,1]],[0],0.0,2.0,"","",""];
_res = lineIntersectsWith [_pos, _testPos];
if(count _res > 0) exitWith {
_test = false;
_nlos pushBack _lastPos;
// {
// _x addEventHandler ["HandleDamage", { diag_log text format["this: %1", _this]; }];
// } forEach _res;
// drop ["\a3\data_f\Cl_basic","","Billboard",1,15,ASLtoATL _testPos,[0,0,0],1,1.275,1.0,0.0,[1],[[1,0,0,1]],[0],0.0,2.0,"","",""];
// TEST_PAIRS pushBack [_pos, _lastPos, [1,0,0,1]];
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};
// if(terrainIntersectASL [_pos, _testPos]) exitWith {};
_lastPos = _testPos;
};
};
_params set[4, _zIndex+1];
} else {
_depth = _depth + 1;
_buckets = [];
_excludes = [];
_bucketIndex = 0;
_bucketPos = nil;
_bucketList = nil;
_c = 0;
while { count(_nlos) != count(_excludes) && _c < (count _nlos) } do {
scopeName "mainSearch";
{
if(!(_forEachIndex in _excludes)) then {
_index = _buckets pushBack [_x, [_x]];
_excludes pushBack _forEachIndex;
_bucketPos = _x;
_bucketList = (_buckets select _index) select 1;
breakTo "mainSearch";
};
} forEach _nlos;
{
if(!(_forEachIndex in _excludes)) then {
_testPos = _x;
if(_testPos vectorDistanceSqr _bucketPos <= 30) then {
_bucketList pushBack _x;
_excludes pushBack _forEachIndex;
};
};
} forEach _nlos;
_c = _c + 1;
};
// player sideChat format["c: %1", count _buckets];
_explosions = [];
{
_blist = _x select 1;
_avgX = 0;
_avgY = 0;
_avgZ = 0;
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{
_avgX = _avgX + (_x select 0);
_avgY = _avgY + (_x select 1);
_avgZ = _avgZ + (_x select 2);
} forEach _blist;
_c = count _blist;
_bpos = [_avgX/_c, _avgY/_c, _avgZ/_c];
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_distance = _pos vectorDistance _bpos;
_hitFactor = 1-(((_distance/(_indirectHitRange*4)) min 1) max 0);
// _hitFactor = 1/(_distance^2);
_hit = _indirectHit*_hitFactor;
_hit = (floor (_hit/4)) min 500;
_hit = _hit - (_hit%10);
_range = (floor (_indirectHitRange-(_distance/4))) min 100;
_range = _range - (_range%2);
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if(_hit >= 10 && _range > 0) then {
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// TEST_ICONS pushBack [_bpos, format["h: %1, r: %2, hf: %3 d: %4 ihr: %5", _hit, _range, _hitFactor, _distance, _indirectHitRange*4]];
// TEST_PAIRS pushBack [_pos, _bpos, [1,0,0,1]];
_refExp = format["ace_explosion_reflection_%1_%2", _range, _hit];
// _refExp createVehicle (ASLtoATL _bpos);
// drop ["\a3\data_f\Cl_basic","","Billboard",1,15,ASLtoATL _bpos,[0,0,0],1,1.275,1.0,0.0,[1],[[1,0,0,1]],[0],0.0,2.0,"","",""];
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_explosions pushBack [_refExp, _bpos, _hit, _distance, _indirectHitRange/4, _depth];
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};
if(count _explosions > (_radi*2)/_depth) exitWith {};
} forEach _buckets;
// _can = "Land_Bricks_V4_F" createVehicle (ASLtoATL _pos);
// _dirvec = _pos vectorFromTo ((ATLtoASL (player modelToWorldVisual (player selectionPosition "Spine3"))));
// _dirvec = _dirvec vectorMultiply 100;
// _can setVelocity _dirvec;
[DFUNC(doExplosions), 0, [_explosions, 0]] call CBA_fnc_addPerFrameHandler;
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[(_this select 1)] call CBA_fnc_removePerFrameHandler;
};
END_COUNTER(fnc_findReflections);